Tren (CR 3)
AC: 21 (+1 Dex, +8 natural, +2 leather armor), touch 11, flat-footed 20
Hit Dice: 4d8+8 (26 hp)
Fort +6, Ref +2, Will +1
Speed: 30 ft., swim 40 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +5
Attack: Greatsword +5 melee or claw +5 melee or longbow +4 ranged
Full Attack: Greatsword +5 melee and bite +3 melee or 2 claws +5 melee and bite +3 melee or longbow +4 ranged
Damage: Greatsword 2d6+3/19-20, bite 1d6+1, claw 1d4+2, longbow 1d8/x3
Special Attacks/Actions: Stench
Abilities: Str 15, Dex 13, Con 14, Int 7, Wis 10, Cha 10
Feats: Dodge; Improved Initiative; Multiattack
Skills: Hide +3*; Move Silently +4, Spot +2, and Swim +10
Advancement: By character class
Climate/Terrain: Temperate aquatic
Organization: Solitary, pair, gang (3-5), band (6-10 plus 50% noncombatants and 1 leader of 3rd-6th level), or tribe (30-60 plus 2 lieutenants of 3rd-6th level and 1 leader of 4th-10th level)
Treasure/Possessions: 50% coins, standard goods, 50% items
Stench (Ex): When a tren is angry or frightened, it secretes an oily, musklike chemical that nearly every form of animal life finds offensive. Every living creature (except other trens and troglodytes) within 30 feet of a tren must succeed on a DC 14 Fortitude save or be sickened for 10 rounds. A creature subjected to stench from multiple trens makes only one saving throw, though a separate save is necessary for any troglodyte stench present. A creature that successfully saves cannot be affected by the same tren's stench for 24 hours. A delay poison or neutralize poison spell removes the effect. Creatures immune to poison are unaffected, and a creature resistant to poison receives its normal bonus on the saving throw.
Skills: The scales of a tren can change color, allowing it to blend in with its surroundings like a chameleon and conferring a +4 racial bonus on Hide checks. *In rocky or subterranean settings, this bonus improves to +8.
Trens prefer to wear light armor and use steel weapons. Their melee weapon of choice is the greatsword, though most also carry longbows for striking from a distance. Though they prefer melee combat to ranged, they typically attack in organized formations, adjusting their tactics to suit their environment. Because they almost never possess magic, one or two archers normally stay behind the fighters to distract spellcasters.
Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.
These creatures are scaly and usually cold-blooded. The reptilian subtype is only used to describe a set of humanoid races, not all animals and monsters that are truly reptiles.